#version 450

layout (location = 0) in vec3 inPos;

layout (push_constant) uniform PushConstants
{
    mat4 proj;
    mat4 view;
} pushConstants;

layout (location = 0) out vec3 outUVW;

void main() 
{
	outUVW = inPos;
	gl_Position = pushConstants.proj * pushConstants.view * vec4(inPos.xyz, 1.0);
}
